Wearable gaming device and method thereof

ABSTRACT

A gaming wearable device directed to be worn by a player whilst playing a videogame is provided. The gaming wearable device of the invention hereby disclosed allows the user to feel the sensations currently suffered by a character of a video game, in such a way a deeply immersive gaming experience is provided. The gaming wearable device is a vest or a suit where a series of electrodes have been strategically placed in such a way that every single muscle covered by the suit can be stimulated electrically by means of pulses generated by a control unit. The electrodes are covered with a conductive gel layer allowing a quick and easy fix on the skin of the gamer, providing a higher electrical conductivity as well.

CROSS REFERENCE TO RELATED APPLICATION

This application claims the benefit of priority of European PatentApplication No. 19382962.9, filed on Nov. 4, 2019, which is incorporatedherein by reference.

TECHNICAL FIELD

The invention relates to the technical field of wearable devices andmore particularly to wearable gaming devices.

The object of the invention is directed to a wearable gaming deviceproviding physical feedback to a user from an application, particularlya computer video game or other software applications.

BACKGROUND OF THE INVENTION

The world of video games has been surrounded by peripherals aimed forgaming since the very beginning. Joysticks were widely deployed in the80 s whereas haptic devices were becoming common during the 90 s.

Haptic devices were, and still are, mainly based on mechanical basedvibrating devices which generate a vibration by means of an electricallypowered motor. These devices do not provide a real sensation or feelingof the situation currently being performed on the video game, since thehaptic engine does stimulate the external part of the body only; henceany deeper action cannot be properly simulated, i.e. a stab in thestomach requires from a deeper perception rather than an externalvibration or pulse on the abdominal area which can be either a punch orjust low kick on the video game.

Hence, it was widely acknowledged that deeper sensations were meant tobe provided for a real video game experience also applicable to anysimilar human-machine interaction.

In this sense, patent application EP3023867A2 discloses a method forinteractive physiological and technological synchronization of a userwith a virtual environment including taking the user's biometric and/orkinematic parameters, transferring the user's biometric and/or kinematicparameters to an application program, generating feedback signals in theapplication program, transmitting the feedback signals to a computingdevice, processing the feedback signals and supplying feedback pulseswhich invoke physical sensations in the nervous system of the userthrough contact with the user's skin, wherein the feedback pulses aresupplied using electrical pulses. The method disclosed by EP3023867A2requires a prior taking the user's biometric and/or kinematic parameterswhich are transferred to an application program.

EP2291115B1 discloses a wearable device and system for a tamper freeelectric stimulation of a body; this device is mainly oriented to anapplication of Electrical muscle stimulation (EMS), also known asneuromuscular electrical stimulation (NMES) or electromyostimulation ofa user's body which fits a portion of the user's body and includes atleast one electrode embedded in the wearable device transferring astimulating current to the user's body. The device of EP2291115B1provides a connection point as an intermediate connection between the atleast one electrode and a control unit configured to generate thestimulating current. In EP2291115B1 a detector is configured to detectif a change in a physical relationship between the connection point andthe at least one electrode exceeds a predetermined threshold value,thereby enabling detection of misuse and tampering with the device.

U.S. Pat. No. 9,293,015B2 discloses a haptic drive circuit for anelectrical muscle stimulation electrode which has an input for receivinga haptic signal based on a haptic effect from a haptic effects'processor. The drive circuit of U.S. Pat. No. 9,293,015B2 contains logicfor generating an electrical muscle stimulation current based on thehaptic signal; so, an electrode in contact with a user's skin receivesthe electrical muscle stimulation current, causing a haptic effect bycontraction and relaxation of muscles near the electrode.

EP3182266A1 is aimed to determine a haptic effect and transmit a hapticsignal associated with the haptic effect. The system disclosed inEP3182266A1 may also comprise a multifunction haptic output deviceconfigured to receive the haptic signal and output the haptic effect;said multifunction haptic output device may, in turn, comprise a singlehaptic actuator.

SUMMARY OF THE INVENTION

The present invention discloses a wearable gaming device and a methodfor physically stimulating a user wearing said wearable device whilstplaying a video game.

Thus, a first aspect of the present invention relates to a wearabledevice, preferably implemented on a piece of garment which is providedwith a plurality of electrodes arranged so they can stimulate at leastone muscle or groups of muscles in such a way they produce a sequence ofelectrically generated stimuli representing a certain sensationassociated to an action being carried out whilst playing a video game.

The object of the method for generating sensations on a user, playing avideogame wearing the cited wearable gaming device, is mainly directedto simulating actions being carried out on a video game whilst the useris playing said video game by means of electrically stimulating one ormore muscles of said user.

The method of the invention is carried out by means of the control unitgenerating a series of electrical pulses which are directed to theelectrodes. Said sensations are created by a control unit which may befurnished with a double H bridge where the output channels are connectedto.

The method of the invention provides any type of wave and even move awayfrom the pre-established waves known in the art, being able to generatesignals in need of being located within the known standards. That is,this feature allows us to deviate from the traditional waves, thecontrol unit may generate biphasic quadrangular, preferably symmetric,waves producing pulse/s so the muscle can be stimulated without the needfor repetitions within a wave, that is, by means of an asynchronousimpulse train.

Thanks to the possibility of being able to stimulate two muscles at thesame time, the invention can generate impulse trains in two muscles andsimulate for example a bullet that enters the chest and exits the backwith bleeding in both parts. For this we have created an asymmetric andmultiform wave in each of the muscles where the pulses related to thesensation are received, and with different depth and time, being able tocreate a more real sensation by being able to stimulate two muscles atthe same time.

It is worth noting that in any embodiment of whichever aspect of thepresent invention the word “conductor” and/or “conductive” isirrespectively used referring to physical properties related toelectrical conductivity a.

DESCRIPTION OF THE DRAWINGS

To complement the description being made and in order to aid towards abetter understanding of the characteristics of the invention, inaccordance with a preferred example of practical embodiment thereof, aset of drawings is attached as an integral part of said descriptionwherein, with illustrative and non-limiting character, the following hasbeen represented:

FIGS. 1 a-1 e .—Show a series of views of the wearable gaming device ofthe invention from different perspectives, so the different parts of itsconfiguration can be appreciated. FIG. 1 a shows a back view of thewearable gaming device; FIG. 1 b shows a side view thereof; FIG. 1 cshows a front view thereof; FIG. 1 d shows inside out view of front partthereof; and FIG. 1 e shows inside out view of the back part thereof.

FIG. 2 .—Shows a diagram of the wearable gaming device object of theinvention as an open vest where all the parts are shown from the inside.

FIG. 3 .—Shows an exploded view of the electrode showing the differentlayers thereof.

FIGS. 4 a, 4 b .—Show two diagrams of the electrode of the wearablegaming device object of the invention. FIG. 4 a shows the electricallyconductive layer and a loop generated with at least the conductive partof conductive elastic core of the cable contacting the electricallyconductive layer; FIG. 4 b the electrically conductive gel layerarranged on top of the electrically conductive layer.

FIG. 5 .—Shows a pair of diagrams where the cable and a cross sectiontherein are represented, showing the outer electrically insulatingstructure, and a conductive elastic core comprising in turn an elasticstructure covered with the conductor layer.

FIG. 6 .—Shows two graphs where the waves generated by the control unitare represented.

FIG. 7 .—Shows a detail of the biphasic quadrangular and preferablysymmetric waves that can be generated by the control unit.

DETAILED DESCRIPTION

In a preferred embodiment of the object of one aspect of the invention,a wearable gaming devices (1) presented as a piece of garment isprovided with set of electrodes (2) being connected by a cable (3) to acontrol unit (4) is presented; all of these, rendering a wearable gamingdevice (1) as the one depicted on FIGS. 1 a-1 e , where the cable (3) isdepicted as being fastened, preferably by sewing, to the piece ofgarment such as the vest of FIG. 2 .

The cable (3) comprises an outer electrically insulating structure (33),and a conductive elastic core (31) comprising in turn an elasticstructure (312) covered with an electrical conductor layer (311)configured to be electrically connected to a conductive layer (22) ofthe electrode (2), which is covered by an electrical conductive gellayer (21) which is a part of the electrode (2) as shown on FIG. 3 . Theelectrical conductive gel layer (21) comprises an electrical conductiveviscous gel allowing an easy and secure placement on the skin of theuser, not requiring from water or any moist since it is made of anelectrical conductor material in the form of a gel, further providing alower electrical resistance for the body of the user. In a preferredembodiment of the invention a low viscosity conductive gel performedbest overall having a relatively low magnitude of contact impedance andsuperior performance; being the conductive layer (22) of the electrode(2) made of a carbon-based material.

The core of the cable (3), referred as elastic cable (3) and depicted onFIG. 5 , comprises a series of elastic structures (312), which can bemade of elastomer filaments capable of stretching 160% of its length atrest, covered with enamelled copper wire thus defining the electricalconductor layer (311), preferably arranged in the form of zigzag toallow it to be stretched in conjunction with the elastomers so that theuser has extreme comfort at the same time that the quality of theelectrical signal sent does not suffer losses during the way to gothrough the wearable game device (1), in a preferred embodiment of theinvention an elastic cable (3) with the following specification ispreferred:

-   -   18.86% Elastomer    -   47.44% Enamelled copper wire.    -   33.70% Black textured polyamide thread.    -   Elasticity: 160%    -   Footage: 606 meters/kg

The conductive elastic core (31) is covered by the outer electricallyinsulating structure (33), which may comprise textured polyamide wire/sand provides the structural function and to which an insulating additivemight added so that it does not allow the transmission of electriccurrent.

This cable (3) structure, comprising the outer electrically insulatingstructure (33), and conductive elastic fibres (31) comprising in turn anelastic structure (312) covered with a conductor layer (311) connectingto the conductive layer (22) of the electrode (2), allows that there isno leakage of electric current. Besides, and thanks to its elasticity,it adapts to the body once stitched to the piece of garment, preferablyby means of an embroidery machine; hence, once the cable is fixed to thepiece of garment, it always remains placed at a fixed position relativeto the piece of garment, but at the same time, the already discussedcable (3) structure provides the required elasticity consistent withthat of the material that makes up the piece of garment, i.e. Lycra®.The elastic cable (3) runs through the structure of the piece of garmentfrom a connection of the control unit (4) to each of the electrodes (2)of the wearable gaming device, preferably twenty electrodes (2) having acable (3) for each of the electrodes (2), in a preferred embodiment thecable (3) is attached to the control unit (4) by means of a magneticpin—not represented in the figures—of the control unit (4). By means ofan embroidery machine the cable (3) is inserted through each of thepaths defined inside the piece of garment so that the connection betweenthe magnetic input of the control unit (4) and the electrodes (2) sewnto the jacket can be fully connected. The connection of the cable (3) tothe electrically conductive layer (22) made of conductive black carbon,will preferably occur by electrical contact of at last the conductorlayer (311) of the cable (3) along the perimeter of said electricallyconductive layer (22); hence the end of the cable (3) is properlyprepared so that it provides 100% of conductivity.

In a preferred embodiment of the earlier introduced method of theinvention and as a way of exemplifying the invention, the user playing avideo game has a corresponding game character being shot at close rangeon the chest, for this to be achieved, the method of the inventionenvisages by means of the control unit (4) a set of sensationsassociated with a point-blank shot on the chest where a bullet entersthe chest, coming out from the back.

In order to provide such a sensation, the wearable gaming device (1)comprising the piece of garment, the electrode (2) connected by a cable(3) to a control unit (4), is worn by the user playing a video game insuch a way that, said electrode (2) being arranged at the piece ofgarment, stimulates at least one muscle of said user wearing the pieceof garment related to those being involved in the sensation—namely chestand back muscles—when being shot as described; in order to do so thecontrol unit (4) comprises information of each electrode (2) saidinformation encompassing its position and the relative position of theelectrode (2) with respect of the body of user, therefore to whichmuscle or muscles affects each electrode (2) or groups of electrodes (2)being configured to generate an electrical pulse commanded by thecontrol unit (4) in response to an action occurring at the videogameplay. Since the electrical conductive layer (22) of the electrode isarranged beneath the electrical conductive gel layer (21) of theelectrode (2) as shown in FIG. 4 b , the conductive gel layer (21) isfixed to the skin of the user due to the viscosity of the gel thereforeproviding a water-free fix and a better conductivity; thus, being theelectrical conductive layer (22) in electrical contact with theconductor layer (311) of the cable (3) as per FIG. 4 a , that is in turnembroidered to the garment allowing a free movement due to itselasticity, once the control unit (4) generates a pulse or group ofpulses, said pulse is transmitted through the cable (3)—more preciselythrough the conductive elastic fibres (31) comprising an elasticstructure (312) covered with a conductor layer (311)—reaching the muscleassociated to the position of the electrode (2) is stimulated in anspecific way signifying the sensation respectively produced by theaction occurring to a respective character during the videogame play.

Thus, in the current scenario related to the explanatory embodiment ofthe method of the second aspect of the invention where the user isplaying a FPS videogame where a bullet is shot and the character is hiton the chest, the bullet entering the chest and coming out from theback.

In a yet preferred embodiment, the control unit (4) of the wearablegaming device (1) comprises a processing unit being capable ofgenerating different types of wave like the ones depicted on FIG. 6and/or FIG. 7 , being biphasic quadrangular, and preferably symmetric,waves that can be generated by the control unit (4). In a preferredembodiment of the invention the control unit (4) may be furnished withat least two H shaped bridges respectively associated with five outputchannels, with the purpose of generating pulse/s which can be sent asstimuli to two or more muscles at the same time, making the sensationsperceived by the player as real as possible. As the skilled person wouldacknowledge, this can be achived because the object of the inventionyields a type of wave that does not require from adapting to apreestablished frequency type of wave (periodicity). The number ofchannels and bridges can be modified whilst keeping the symmetry of theoutput channels.

The variables used to create the sensations are grouped as tracks; beinga train a set of tracks previously designed and resulting in arespective sensation; each track comprises one or more pulses,preferably with identical wave characteristics that, properly ordered,form the pulse train. Those related for a bullet that impacts the rightpectoral muscle and leaves the right dorsal muscle (leaving a briefbleeding sensation) may be listed as follows:

-   -   Track 1 (input impact):        -   Channel Number: 5 (right pectoral muscle)        -   TIP: positive pulse time: 300 us        -   TIN: 300 us negative pulse time        -   TP: 0 ds        -   TPC: 200 us        -   I (Intensity): 100%        -   No. Cycles: 1        -   Obligation (S/N): S    -   Track 2 (output impact):        -   Channel Number: 1 (right dorsal muscle)        -   TIP: positive pulse time: 300 us        -   TIN: 300 us negative pulse time        -   TP: 0 ds        -   TPC: 0 ds        -   I (Intensity): 75%        -   No. Cycles: 1        -   Obligation (S/N): S    -   Track 3 (input bleeding):        -   Channel Number: 5 (right pectoral muscle)        -   TIP: positive pulse time: 300 us        -   TIN: 300 us negative pulse time        -   TP: 0 us        -   TPC: 500 us        -   I (Intensity): 40%        -   No. Cycles: 500        -   Obligation (S/N): N    -   Track 4 (bleeding at the start):        -   Channel Number: 1 (right dorsal muscle)        -   TIP: positive pulse time: 300 us        -   TIN: 300 us negative pulse time        -   TP: 0 us        -   TPC: 500 us        -   I (Intensity): 30%        -   No. Cycles: 500        -   Obligation (S/N): N            Being            Channel Number: number of the output channel            TIP: positive pulse time 150 us-400 us each            TIN: negative pulse time 150 us-400 us each            TP: pause time between channels            TPC: pause time between cycles.            I: Intensity (mA).            No. Cycles: Number of cycles            Obligation (S/N).

In this case, the sensation would be composed of: Track 1+Track 2+Track3+Track 4, where track 1 and track 2 are sent at the same time and track3 and track 4 are sent at the same time.

The invention claimed is:
 1. A wearable gaming device comprising: apiece of garment, at least one electrode connected by a cable to acontrol unit, said electrode being arranged at the piece of garment insuch a way that at least one muscle of a user wearing the piece ofgarment is stimulated when the electrode generates an electrical pulsecommanded by the control unit, the electrode comprising an electricallyconductive layer made of conductive material, and an electricallyconductive gel layer arranged on top of the electrically conductivelayer, and the cable being embroidered to the garment and comprising anouter electrically insulating structure, and conductive elastic fibrescomprising in turn an elastic structure covered with a conductor layerin electrical contact with the electrically conductive layer of theelectrode, wherein the conductor layer is made of enamelled copper wirearranged in zigzag to allow it to be stretched in conjunction with theelastic structure.
 2. The wearable gaming device of claim 1, wherein theelastic structure comprises elastomer filaments capable of stretching160% in length.
 3. The wearable gaming device of claim 1, wherein theelectrodes are arranged in pairs.
 4. The wearable gaming device of claim1, wherein the control unit comprises at least two H shaped bridges withrespective groups of output channels where the cables are connected to.5. The wearable gaming device of claim 4, wherein the control unitcomprises at least two H shaped bridges with two groups of fivechannels.
 6. A method for generating sensations on a user playing avideogame wearing a wearable gaming device comprising: a piece ofgarment, and at least one electrode connected by a cable to a controlunit, said electrode being arranged at the piece of garment in such away that at least one muscle of a user wearing the piece of garment isstimulated when the electrode generates an electrical pulse commanded bythe control unit, wherein the electrode comprises: an electricallyconductive layer made of conductive material, and an electricallyconductive gel layer arranged on top of the electrically conductivelayer, and the cable being embroidered to the garment and comprising anouter electrically insulating structure, and conductive elastic fibrescomprising in turn an elastic structure covered with a conductor layerin electrical contact with the electrically conductive layer of theelectrode, the method comprising the control unit generating at leastone pulse to be sent to at least one of the electrodes by means of thecable connecting the control unit and the least one electrode, whereinthe at least one pulse is generated by non-biphasic quadrangular waves.7. The method of claim 6, wherein the control unit is furnished with adouble H bridge where the output channels are connected to.